Is Holy in CS supposed to be doing more than double my Doomspikes? Didn't expect WHM's AoE to be much more effective than a DPS job's. With HS and B4b, doing about 550ish on DS, 380-400ish with just HS. Meanwhile, Holy is doing 900-1200+. I'm, i120 but I have augmented magitek spear, when I finish gearing BiS, will the damage gap be a bit better, or are our DS just meh? Hell, even my Dragon Fire Dive only does like 700-850 fully buffed unless it crits, still weaker than Holy. :/
I feel like when burning down adds or trash, using 1500-2000 TP's worth of DS over the course of 30 seconds or so maybe takes only 30% of the groups' HP, whereas Holy spamming takes off huge chunks.
White Mage AoE is, while they have mana, incredibly good; it's 240 potency after all. The reason they don't tend to do it often it's because it also cosst a lot of mana, and because they often have more important things to do (like healing).
Can someone explain why you wouldn't use B4B+IR immediately after HT? This is from reading the google docs version which says to use B4B after disembowel.
ID->HT in the DRG rotation is the strongest 8 skill sequence in the DRG rotation.
This is further aggravated by the fact that IR+B4B are multipliers and have synergy with each other.
furthermore in solo content, parties with another DRG or no bards:
HT -> IR+B4B -> Phb -> ID -> Db -> CT -> TT -> VT -> (IR falls off) FT -> HT (B4B falls off)
Pros:
IR + B4B multipliers have synergy with each other.
B4B is active on the highest potency 8 skill sequence of DRG moves.
Phb DoT moves up 3 GCDs or 2.5 DoT ticks
Cons:
CT DoT back 1 GCD
Db back 1 GCD (as a result, its late application does not apply to Phb and 1 AA for a grand total of 17 potency)
You will have a hard time mathematically proving that the accepted rotation is superior to that in cases where there are no bards or another DRG.
It's common knowledge that using BFB after HT is better for 8 GCD BfB sequences. The Google Doc I assume you're looking at is Thendiels, where it's based off the 9GCD BFB benchmark that a lot of us have adopted. Using BFB before CT with 9 GCD allows you to stack up more high-potency BFB usages in the long run. Download this sheet and have a play with it. https://docs.google.com/spreadsheets...zjRXlwb7gUCB8U
So, we're using BFB + IR after HT ye? With 520 CRT, we're guesstimating 20.3% Critical Hit Rating. Let's use a GCD of 2.45s. We're adding one additional tick at the end of this rotation to take into consideration the bad timing of global ticks.
H P IDC TTT H
170 + (30*6) = 350
180 + 220 + (250*1.1) + (35*4) = 275 + 140 + 180 + 220 = 815
815 + 350 = 1165 * 1.15 * 1.3 * (1 + 0.5*20.3%) =
1339.75 * 1.3 * (1 + 0.5*20.3%) =
1741.675 * (1 + 0.5*20.3%) =
1918.4550125 / 24.5 = 78.304 Potency Per Second
vs
H IDC P TTT H
(170*1.10) + (30*5) = 187 + 150 = 337
180 + 220 + (250*1.1) + (35*5) = 275 + 175 + 180 + 220 = 850
850 + 337 = 1187 * 1.15 * 1.3 * (1 + 0.5*20.3%) =
1365.05 * 1.3 * (1 + 0.5*20.3%) =
1774.565 * (1 + 0.5*20.3%)=
1954.6833475 / 24.5 = 79.783 Potency Per Second
Difference of 79.783 - 78.304 = 1.479 PPS.
The last time I did napkin math on it, you lose enough out of AAs (DET / BfB uptime) to cancel out the benefit. But it wasn't a thorough search or anything.
I still get 9 GCD BfB now and then (thank you based Selene).
Yeah, I'll have to double check later on to include AAs. That's something I genuinely forgot to do a while back when you first mentioned the potential to lose out on a buffed AA.
Ah hello again dragoonies. So while (re)making the simulator, I revamped the way it does skills and now skill delays are a big thing.
Why am I telling you guys this? Because dragoons are the class most affected by skill delays, which clips into their rotation, etc.
So while the simulator hasn't been released yet progress is being made (mostly cause C# doesn't have a binary tree/heap solution, which is odd...? So I have to write one), I wanted to give you guys a heads up to maybe try to look into getting some data on animation delays (especially jumps).
Right now based on personal experimentation and random spamming, I currently have numbers similar to this...
On GCD abilities - ~1.0-1.2 sec delay
Off GCD cds - ~1.0-1.2 sec delay
Leg sweep - cancels previous animation and has a 0.5-0.7 sec delay. This one is tricky to simulate.
Jumps - ~1.5-1.7 sec delay.
Also as a heads up likely DRG will be the first class supported, cause aside from animations its pretty simple to plug in (no procs or such), and you guys as a community have a wealth of data to use.
Also also as a heads up I need better damage formulas. kthx.
Last edited by pandabearcat; 05-22-2015 at 02:11 AM.
((WD*0.0437052+1)*(AP*0.0763653+4.4581293)*(DET*0.0006116+1))
((AA_DMG*0.0.0388814+1)*(STR*0.0717908+3.5421066)*(DTR*0.0014237+1))
Is what I'm working with at the moment for the Dragoon. Its a WIP model for Damage, it'll be within +-1 off in damage, but use it for now for your Dragoon sim. Only works for DRG.
I've been kind of busy lately so I've not been able to out some time and gather job data.
EDIT: LMAO, Dragoon receiving an ability very similar to what I predicted/ suggested ages ago.
Blood of the Dragon "mode/stance/buff"
Adds a proc to all of your thrust abilities, which allows you to enter 4th combos and additional tiered skills. There's one other thing that I also forgot, I have it all recording atm anyway.
Reduced Jump animation also (lolol)
Last edited by Dervy; 05-22-2015 at 03:00 AM.
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